This is a slightly modified version of the deck I posted, though really I've found this deck to not only be successful, but fun to play in the app meta.
First, I want to address some of the awesome comments I got:
First of, if you're going for azorious mill with def, why not play
Thopter Spy Network +
Whirler Rogue - free card advantage and chumps? Especially, that you already have 4
Alchemist's Vial.
Good question, which led me to one of the biggest trade outs in the deck,
Suppression Bonds for the Network. I dunno why I missed it, but it is certainly a huge increase in capabilities, especially with the Tide Drifters, and hit right on the concept. Thanks Auunj!
Here's another:
First off, the deck runs too much early defense. 3 Ramparts, 2 Tide Drifters, 3 Reproaches and 3 Celestial Flares is way too much. It's good vs. aggro, but even then they are 1-for-1s only; and they are blanks against Ramp and Control.
Another thing to note is that Celestial Flare does not work well with your walls.
So, to defend the concept, why walls? Because big walls are far cheaper than any of the creatures that can flat out kill them, you get them 3 or 4 turns earlier and they last much longer. So, walls are perfect for the main tactic of this deck...stall. This is an ENTIRELY defensive concept, and the only goal is to stall, frustrate and delay your opponent long enough to mill their deck away. There is no other win con, though I did win once attacking with a pair of drakes, but that was the exception. Against control decks, yea, there is some struggle, and I have found it's much tougher to get to my wincon against them, but what usually turns the tide is card advantage.
But, Modulo, I don't understand...why don't Flares work with walls?
And another quote:
Your deck really wants counterspells; that way you can disrupt your opponents efficiently. Definitely add some number of Spell Shrivel and Scatter to the Winds.
This was a tough choice for me when I was building this deck, but in the end I chose to spend my resources on card drawing (which fits the concept perfectly) than on more defense. The reality is, when this deck gets lockdown, after my opponent is topdecking and I've cleared the board, there's no need for counters. The only thing I'm afraid of are hordes of critters, and I tend to deal with those well enough. Tragic Arrogance, btw, though it has its limitations, is still a pretty amazingly effective Wrath. I do not like Hixus at all, mainly for the casting cost, but also for the limitations. I don't like being one
Reprisal from a horde killing me.
So far the deck plays really well. Most losses are due to no land/all land draws, or if I miss getting enough shields up before I can settle in and mill, but it's a fun deck to play.
Creatures1 x
Jace, Vryn's Prodigy3 x
Tide Drifter3 x
Esperzoa2 x
Guardians of Meletis3 x
Darkslick DrakeSpells4 x
Alchemist's Vial3 x
Gideon's Reproach3 x
Celestial Flare3 x
Sphinx's Tutelage3 x
Artificer's Epiphany2 x
Thopter Spy Network3 x
Coastal Discovery1 x
Planar Outburst2 x
Tragic Arrogance2 x
Angelic EdictLands6 x
Plains6 x
Island3 x
Foundry of the Consuls2 x
Prairie Stream2 x
Glacial Fortress1 x
Azorius Guildgate2 x
Skyline Cascade